Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!

Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.You NEED ratings to get a score at the end. Play and Rate games to help others find your game.We’ll be announcing Ludum Dare 36’s August date alongside the results.

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I promised you I’ll finish this game and will inform you on the developement like before so here are the new features.

The algorithm that calculates the player position is finally implemented. Given the angle to it it claculates the vector from the center point to the player so it can move in a circular curve.

I was finally able to grab a video of what’s going on so I can show you that. You will see the 4 enemies moving along a temporal curve I’ve made only for this demonstration. They not coming randomly yet. After that I show you player movement along a circular curve and a crazy variation just to show you how powerful and reusable algorithm this is.

Tomorrow I try to make use of the pseudo-random number generator I have done durig the compo for starting the enemies randomly. Next I implement the player controls. Finally integrate the whole thing into the game. I hope I’ll have time to do all that… wish me luck!

I spent half a day debugging things that are considered relatively easy to make so I don’t have time to finish the game. Don’t want to send it to the jam neither. I could have use premade stuff in that case instead of writing everything from scratch so it deserves better.

I’ll continue the developement to make all the features I was originally planned. Maybe it will be complited before the next weekend. I’ll share anything here like until now. Stay tuned!

Btw I made some optimalizations in the code and got rid of the bugs. It’s working and pretty now… until I make some changes.

The 4 enemies are moving like they should along a curved line. (With a lot of simplification… sadly.) The selection of which enemy will be deployed is continuous and not random – i implemented the pseudo-random number generator though. (This will be the next task.)

4 Enemy moving

I need 2 hours of regeneration now. I started to do silly mistakes and these are just keeping me up… After I’ll continue with the implementation of the defender (player) because I don’t want to ru out of time with a pile of crap code that doesn’t do anything. Last I make the shooting and hit testing and that is really the bare bones of the action.

If this 2 thing is finished then I’ll start to add the droped out features one by one.

– lifes

– score

– mothership

– bombs from mothership

– title screen

– sfx

– better gfx

Anyway CamStudio keeps crashing so I’ll not make any animation. Maybe if someone make a detailed tutorial on how to do this properly.